Difference between revisions of "User:DarkStarSword"

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[[File:TheBall - 2014-08-31 - 235626.0.jpg|700px]]
 
[[File:TheBall - 2014-08-31 - 235626.0.jpg|700px]]
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 +
== Lesson 3 ==
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 +
DX9Settings.ini changes:
 +
 +
<nowiki>
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// Hold F8 to enable the bloom effect (note to self - don't use F7 as it
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// rewrites this file without comments):
 +
[KEY1]
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Key = 119
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Presets = 1;2;
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Type = 2
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</nowiki>
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 +
Pixel shader changes:
 +
<nowiki>
 +
def c200, 0.4, 0.2, 0, 0
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 +
// <---snip--->
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 +
//Disable game breaking bloom effect
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mov r30.x, c220.x // r30.x = Const1
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if_eq r30.x, c1.w // if (Const1 == 0) {
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  mov oC0.xyzw, c1.wwww //  oC0 = 0
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else // } else {
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  mov oC0, c200 //  oC0 = c200 (orange)
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endif // }
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</nowiki>
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 +
[[File:TheBall - 2014-09-01 - 213938.0.jpg|700px]]

Revision as of 03:52, 1 September 2014

Lesson 0

TheBall - 2014-08-31 - 230320.0.jpg

Lesson 1

This pixel shader changes the appearance of the flare on the main menu, but disabling it does not remove it o_O

//
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
// Parameters:
//
//   sampler2D Texture2D_0;
//   float UniformPixelScalar_7;
//   float4 UniformPixelVector_0;
//   float4 UniformPixelVector_3;
//   float4 UniformPixelVector_4;
//   float4 UniformPixelVector_5;
//   float4 UniformPixelVector_6;
//
//
// Registers:
//
//   Name                 Reg   Size
//   -------------------- ----- ----
//   UniformPixelVector_0 c0       1
//   UniformPixelVector_3 c4       1
//   UniformPixelVector_4 c5       1
//   UniformPixelVector_5 c6       1
//   UniformPixelVector_6 c7       1
//   UniformPixelScalar_7 c8       1
//   Texture2D_0          s0       1
//

    ps_3_0
    def c1, 0.5, 1, -0.5, 0
    def c2, 3, 0, 0, 0
    dcl_texcoord v0.xy
    dcl_texcoord1 v1
    dcl_texcoord2 v2.y
    dcl_texcoord4 v3.w
    dcl_2d s0
    add r0.xy, c1.z, v0
    mov r0.w, c1.w
    dp2add r1.x, c5, r0, r0.w
    dp2add r1.y, c6, r0, r0.w
    add r0.xy, r1, c1.x
    texld r0, r0, s0
    mad_sat r0.y, v2.y, -c1.x, c1.y
    mul r0.yzw, r0.y, v1.xxyz
    mul r0.yzw, r0, v1.w
    mul_sat r0.xyz, r0.yzww, r0.x
    mul r1.xyz, r0, c4
    mad r0.xyz, c4, -r0, r0
    mad r0.xyz, c8.x, r0, r1
    mul r0.xyz, r0, c4.w
    mul r0.xyz, r0, c7
    mov r1.x, c2.x
    mad_pp r0.xyz, r0, r1.x, c0
    mul_pp oC0.xyz, r0, v3.w
    mov oC0.w, c1.w

// approximately 21 instruction slots used (1 texture, 20 arithmetic)

Lesson 2

Before:

TheBall - 2014-08-31 - 235735.0.jpg

After:

TheBall - 2014-08-31 - 235626.0.jpg

Lesson 3

DX9Settings.ini changes:

// Hold F8 to enable the bloom effect (note to self - don't use F7 as it
// rewrites this file without comments):
[KEY1]
Key = 119
Presets = 1;2;
Type = 2

Pixel shader changes:

def c200, 0.4, 0.2, 0, 0

// <---snip--->

//Disable game breaking bloom effect
mov r30.x, c220.x		// r30.x = Const1
if_eq r30.x, c1.w		// if (Const1 == 0) {
  mov oC0.xyzw, c1.wwww		//   oC0 = 0
else				// } else {
  mov oC0, c200			//   oC0 = c200 (orange)
endif				// }

TheBall - 2014-09-01 - 213938.0.jpg